/Engine/Plugins/Experimental/FullBodyIK/Source/PBIK/Public/RigUnit_PBIK.h
Based on a Position Based solver at core, this node can solve multi chains within a root using multi effectors
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Full Body IK", Category="Hierarchy", Keywords="FBIK, Position Based, PBIK, IK, Full Body, Multi, Effector, N-Chain, FB, HIK, HumanIK", NodeColor="0 1 1")) struct FRigUnit_PBIK : public [FRigUnit_HighlevelBaseMutable](API\Plugins\ControlRig\Units\Highlevel\FRigUnit_HighlevelBaseMutable)
TArray<FPBIKBo...
BoneSettings
Per-bone settings to control the resulting pose. Includes limits and preferred angles.
FPBIKDebug
Debug
Debug drawing options.
TArray<FPBIKEf...
Effectors
An array of effectors. These specify target transforms for different parts of the skeleton.
TArray< int32 >
EffectorSolverIndices
TArray<FName>
ExcludedBones
These bones will be excluded from the solver.
FName
Root
This is usually the top-most skinned bone; often the "Pelvis" or "Hips", but can be set to any bone.
FPBIKSolverSett...
Settings
Global solver settings.
FPBIKWorkData
WorkData
Runtime-only data